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❀ DoN's Dynamic Mesh Effects ❀

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    ^ Yes, the update has been submitted.

    Should be live soon-ish after marketplace review

    Steam Early Access: Drunk On Nectar - The Nature Simulator

    UE4 Plugins: DoN’s Dynamic Mesh FX | DoN’s 3D Pathfinding

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      Hey VSZ, first of all, all my respect for you.
      My question is: Do i HAVE to create a second UV? I don't have any overlapping faces in my UV ( i tend to never do that in characters at least ), so if that is the case, do i still have to?
      Thanks in advance!

      Comment


        Originally posted by Default816 View Post
        Hey VSZ, first of all, all my respect for you.
        My question is: Do i HAVE to create a second UV? I don't have any overlapping faces in my UV ( i tend to never do that in characters at least ), so if that is the case, do i still have to?
        Thanks in advance!
        No problem, just use the "Don Mesh Paint UV0" material node which was made exactly for this purpose.

        Are you sure your character has no overlapping parts though? Usually there's a lot of symmetric parts in characters (left hand, right hand, left leg, right leg, etc) that may be clumped into a single UV islands to save texture space.

        Steam Early Access: Drunk On Nectar - The Nature Simulator

        UE4 Plugins: DoN’s Dynamic Mesh FX | DoN’s 3D Pathfinding

        Comment


          Hey VSZ, yeah, i have no overlapping parts. I encountered a weird problem: When using the separate RGB channels for different masks (only G and B actually), the layers overlap creating a sort of Substract or Difference effect, and reveal the base texture.. How can i solve that? Thanks..
          Last edited by VioletSaint; 04-30-2019, 11:49 AM.

          Comment


            @Default816 - Thanks for the report.

            Can you compare your setup with the sample project's RGB masking example (the second Landscape painting booth)? That example accumulates each channel separately.

            Ideally you shouldn't need to use any special MatLayerBlend nodes at all, just the additive brush should suffice.

            One difference is that the no decal is used in that example, though I can't think of a reason yet as to why that matters yet.

            Steam Early Access: Drunk On Nectar - The Nature Simulator

            UE4 Plugins: DoN’s Dynamic Mesh FX | DoN’s 3D Pathfinding

            Comment


              Well, i did the shader setup as in your example, but still the problem remains. The color underneath gets inverted..substracted. I am attaching some prints for better explanation Click image for larger version

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              So this here is my channels setup. I have a slash wound alpha on B and a dripping blood one that i want to animate on G

              Click image for larger version

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ID:	1613920 This is my material setup, that looks like the one in your example.


              Click image for larger version

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ID:	1613921 So yeah, that is my problem.


              It would be amazing if this were solvable and you would guide me.

              Thanks!

              Comment


                Yeah, i'm an idiot ) i did not use Clamp for the alpha masks... IT WORKS NOW!
                Thanks again for this amazing plugin
                Last edited by VioletSaint; 05-01-2019, 04:19 AM.

                Comment


                  @Default816

                  Glad to hear it works now

                  Thanks for sharing those screenshots of your WIP. Very inspiring approach and already brimming with great potential!

                  Steam Early Access: Drunk On Nectar - The Nature Simulator

                  UE4 Plugins: DoN’s Dynamic Mesh FX | DoN’s 3D Pathfinding

                  Comment


                    Hi, I am interested in this mesh painting plugin. However, when looking at the knowledge base I cannot see any BP nodes or C++ functions to remove a decal, only those to add them. But to remove a decal after it has been painted is a must-have for our project. Is there any way to remove a decal again with your plugin?
                    Modular Menu System @ UE4 Marketplace: "Build your UMG Menus in Minutes!"
                    Marketplace Page | General Discussion | Support Thread | Preview Video

                    Comment


                      haimat

                      Hi, Decals can be removed by simply erasing them like any other paint (by setting the Erase Mode flag to true on the Paint node).

                      You should note that this is not a logical operation but a raw per-pixel operation.

                      That means if you want to tell the plugin "please remove the last decal that I just added" you'll have to manually remember where you painted your last decal and then tell the plugin to erase that with an Erase operation at that exact location, with the same brush size, same decal texture, etc. Depending on how complex your usecases are you may need to keep track of your decals (with a simple Array/etc) so that you know which decal to erase and how.

                      Hope this clarifies!

                      Steam Early Access: Drunk On Nectar - The Nature Simulator

                      UE4 Plugins: DoN’s Dynamic Mesh FX | DoN’s 3D Pathfinding

                      Comment


                        Originally posted by VSZ View Post
                        Hi, Decals can be removed by simply erasing them like any other paint (by setting the Erase Mode flag to true on the Paint node).
                        Thanks, but when looking into your knowledge base at the description of the paint node, I can't find any "Erase Mode" flag.
                        Am I missing something?
                        Last edited by haimat; 05-12-2019, 05:47 PM.
                        Modular Menu System @ UE4 Marketplace: "Build your UMG Menus in Minutes!"
                        Marketplace Page | General Discussion | Support Thread | Preview Video

                        Comment


                          Originally posted by haimat View Post
                          Thanks, but when looking into your knowledge base at the description of the paint node, I can't find any "Erase Mode" flag.
                          Am I missing something?
                          Erase functionality was added in a recent release, the kb doesn't reflect it yet. Here's a newer screenshot:

                          Click image for larger version

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                          Steam Early Access: Drunk On Nectar - The Nature Simulator

                          UE4 Plugins: DoN’s Dynamic Mesh FX | DoN’s 3D Pathfinding

                          Comment


                            Originally posted by VSZ View Post

                            Erase functionality was added in a recent release, the kb doesn't reflect it yet. Here's a newer screenshot:

                            Click image for larger version

Name:	Paint-Stroke-BP-Node.jpg
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Size:	49.3 KB
ID:	1618654
                            Great, thanks for the clarification.
                            In my case that feature made my decision for buying or not buying your plugin.
                            So you might want to update your screenshots / KB to reflect that feature :-)
                            Modular Menu System @ UE4 Marketplace: "Build your UMG Menus in Minutes!"
                            Marketplace Page | General Discussion | Support Thread | Preview Video

                            Comment


                              Hello i changed to 4.22 now i get always this warning UEDPIE_0_Farm.Farm:PersistentLevel.DonMeshPainterGlobalActor_0 : StaticMeshComponent_1 has to be 'Movable' if you'd like to move.

                              Comment


                                Originally posted by RatByteGames View Post
                                Hello i changed to 4.22 now i get always this warning UEDPIE_0_Farm.Farm:PersistentLevel.DonMeshPainterGlobalActor_0 : StaticMeshComponent_1 has to be 'Movable' if you'd like to move.
                                Hi,

                                The following code changes should resolve your issue:

                                1. Copy the plugin to your project folder for modifications following the instructions on this page.

                                2. Open the file DonMeshPainterGlobalActor.cpp

                                3. Below Line 129 add the following code statement:
                                Code:
                                captureMesh->SetMobility(EComponentMobility::Movable);
                                4. Recompile the plugin, the issue should now be resolved.

                                Let me know!

                                Steam Early Access: Drunk On Nectar - The Nature Simulator

                                UE4 Plugins: DoN’s Dynamic Mesh FX | DoN’s 3D Pathfinding

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